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RimWorld => Ideas => Topic started by: WhackyRavenLand on October 04, 2013, 03:44:35 PM

Title: Got an idea for future modules?
Post by: WhackyRavenLand on October 04, 2013, 03:44:35 PM
Okay, so every single module mentioned at the kickstarter page is something I want to see in the game.  Figured since we had a "Idea for an incident" thread, we might as well have a "Future modules" thread.  May not have to be full blown modules, but rather small add-ons? Perhaps in between the bigger modules themselves?

My suggestions.

- A deep and proper system for technology/equipment development.
- Ability to use some forms of transportation (scouting vehicles and such).
- Character creation/customization (for maybe one starting character?).
- Inventory management (maybe even some form of weapon customization?).
- Pets/animal companions.
- Tower defence mode (not a personal fan of those, but could be a fun edition. Maybe even modders could make something like that).
- Perks, abilities and level up system (for individuals and/or your "faction").

There is something I would love to see in this game though.  An ability to travel to and/or colonize other worlds (if this could even be possible at all). Some kind of (world)map of the worlds and the universe. A stage where you'd have to make every preparation for the trip it self and to start making a new settlement.

Anyone else got ideas for future modules that would make an already awesome-looking game even better? :)

RB
Title: Re: Future modules
Post by: Semmy on October 04, 2013, 03:46:07 PM
welcome to the forums..

and nice post.
Dunno if you deserve a +1 or -1 because of the tower defence mention d-;
Title: Re: Future modules
Post by: WhackyRavenLand on October 04, 2013, 03:49:32 PM
Haha! Thanks. I could take both, stay in neutral?  ;)
TD isn't my cup of tea, just thought I'd mention it for whom ever out there would like that idea  :P

RB
Title: Re: Got an idea for future modules?
Post by: British on October 04, 2013, 05:03:29 PM
Quote from: WhackyRavenLand on October 04, 2013, 03:44:35 PM
- Pets/animal companions.
There's already so many people not understanding Prison Architect's assets were not "stolen", and now you want to add pets to RimWorld when PA just announced they added dogs ?
You sir (safe assumption, if you'll allow me), are fishing for mayhem ! ::) :P
Title: Re: Got an idea for future modules?
Post by: Sky_walker on October 04, 2013, 05:04:25 PM
WhackyRavenLand - you basically asked for an RPG.
It's different genre. ;)
Please, focus on a core of being colony sim instead of drifting away.
BTW: Character creation is already in as far as I seen in the vids. ;)

What I'd love though are things like advanced infection modelling allowing people to experience an epidemic in your base and handling it differently (eg. quarantine zones, vaccine development, experimentation with drugs and herbs to cure disease itself, or just it's symptoms, various medical equipments and skills leading to different outcomes and resource management, perhaps some crazy twists from time to time, like a disease that turns people into psychopaths, or one that makes them go towards the sun... forever... or one that makes them thirsty... thirsty till they explode of drinking water ;) ).

It'd be great to have a simulation on how environment affects people and colony - for example a fight for water should be one of major topics with drilling wells, creating water deposits, managing contamination, sending your colonists to look for a new sources, creating irrigation systems, and how it's more difficult on desert than anywhere else. How lush green terrain means constant fight with bushes and a need to clean your farms regularly. How invasive animals attack plantations, even more so when these are mono-cultural, and how inventing a herbicides can lead to contamination of water or food. Simulate how different plants can scare off critters or animals from destroying crops, and how plants in glass houses require man-made pollination - which means more maintenance work during some parts of the season. etc. etc.

Also more advance modeling of social relations would be IMHO very beneficial to the gameplay, especially when it comes to people creating small groups, fights for leadership, different leadership models (eg. democratic, authoritarian, council of elders), couples, people living through the loss of second half, perhaps even managing of child birth and slowly growing new members of the colony this way - "breeding" people with each other to get desired types (eg. a child of medic and scientist could give medical researcher, while a child of medic and woodcutter would give a surgeon ;P ), etc. etc.
Title: Re: Got an idea for future modules?
Post by: British on October 04, 2013, 05:13:18 PM
Tynan didn't rule out advanced levels of micro-management, but yes, a good part of what Whacky proposed may be overboard.
Time (and the man himself) will tell, though !
Title: Re: Got an idea for future modules?
Post by: Sky_walker on October 04, 2013, 05:19:27 PM
Ok, you're right.
What I meant to say is that it'd be a shame if RW would turn into an RPG from Colony Sim by focusing too much on micro-management stuff and too little on macro scale. There are dozens if not hundreds of sci-fi RPGs out there, hardly any need for yet another.
Title: Re: Got an idea for future modules?
Post by: WhackyRavenLand on October 04, 2013, 05:48:45 PM
Come now, it's not but mere suggestions. Things that I would like to have in the game at some point, either from Tynan and his crew or by modders. Is that not why I put up this thread in the first place? For people to air some thoughts and suggestions?  ;)

Also, I agree that it's more of a micro managing/rpg angle to this game that I'd like to see in addition, but whatever the form, design and function of this game...I will love it and play it regardless!

RB

Title: Re: Got an idea for future modules?
Post by: WhackyRavenLand on October 04, 2013, 05:50:45 PM
Quote from: British on October 04, 2013, 05:03:29 PM
Quote from: WhackyRavenLand on October 04, 2013, 03:44:35 PM
- Pets/animal companions.
There's already so many people not understanding Prison Architect's assets were not "stolen", and now you want to add pets to RimWorld when PA just announced they added dogs ?
You sir (safe assumption, if you'll allow me), are fishing for mayhem ! ::) :P

I really had no idea about that, hmm. Haven't played PA for quite some time now, so I might have to disappoint you...I am not fishing for mayhem!  ;D

RB
Title: Re: Got an idea for future modules?
Post by: Semmy on October 04, 2013, 05:51:34 PM
Quote from: WhackyRavenLand on October 04, 2013, 05:50:45 PM
Quote from: British on October 04, 2013, 05:03:29 PM
Quote from: WhackyRavenLand on October 04, 2013, 03:44:35 PM
- Pets/animal companions.
There's already so many people not understanding Prison Architect's assets were not "stolen", and now you want to add pets to RimWorld when PA just announced they added dogs ?
You sir (safe assumption, if you'll allow me), are fishing for mayhem ! ::) :P

I really had no idea about that, hmm. Haven't played PA for quite some time now, so I might have to disappoint you...I am not fishing for mayhem!  ;D

RB

we understand (-;
go play pa it deserves it.
Title: Re: Got an idea for future modules?
Post by: British on October 04, 2013, 05:52:13 PM
Quote from: WhackyRavenLand on October 04, 2013, 05:48:45 PM
Come now, it's not but mere suggestions. Things that I would like to have in the game at some point, either from Tynan and his crew or by modders. Is that not why I put up this thread in the first place? For people to air some thoughts and suggestions?  ;)
Of course you can make suggestion, that's the whole point of the forum: discussing about stuff.

But by doing so, you do open discussion about *your* discussion :P
Title: Re: Got an idea for future modules?
Post by: WhackyRavenLand on October 04, 2013, 05:58:32 PM
Quote from: British on October 04, 2013, 05:52:13 PM
Of course you can make suggestion, that's the whole point of the forum: discussing about stuff.

But by doing so, you do open discussion about *your* discussion :P

Haha, indeed. Have to admit, never been much of a forum jockey :p So I humbly ask forgiveness for my recent retardation x)

Now, no more off topic for me. I'd very much like to hear what everyone else would like to see in this game besides incidents and the other modules suggested by Tynan on the KS page :)

RB
Title: Re: Got an idea for future modules?
Post by: Semmy on October 04, 2013, 06:02:02 PM
Check out the forum alot of suggestions already there.

I do think that people need to play the game to get a feeling about what they would like to see more or differently. Or what a good addition would be.

Title: Re: Got an idea for future modules?
Post by: British on October 04, 2013, 06:03:55 PM
Don't sweat it ;)

Regarding modules, I actually would like to know what the limits are.

Then I could propose stuff :D
Title: Re: Got an idea for future modules?
Post by: WhackyRavenLand on October 04, 2013, 06:05:35 PM
Quote from: Semmy on October 04, 2013, 06:02:02 PM
Check out the forum alot of suggestions already there.

I do think that people need to play the game to get a feeling about what they would like to see more or differently. Or what a good addition would be.

I could not agree more with you on that. As of right now, despite videos and such, everything and anything would be mere speculations.

RB
Title: Re: Got an idea for future modules?
Post by: Semmy on October 04, 2013, 06:06:58 PM
Quote from: WhackyRavenLand on October 04, 2013, 06:05:35 PM
Quote from: Semmy on October 04, 2013, 06:02:02 PM
Check out the forum alot of suggestions already there.

I do think that people need to play the game to get a feeling about what they would like to see more or differently. Or what a good addition would be.

I could not agree more with you on that. As of right now, despite videos and such, everything and anything would be mere speculations.

RB

Also id rather see a good solid foundation for the game first (engine/scripting/ai) than adding more and more.
Title: Re: Got an idea for future modules?
Post by: oasis789 on October 04, 2013, 07:58:07 PM
can multi-z be a module?

for biomes, how about vacuums and toxic atmospheres and >1 and <1 G environments? or are we always landing on a earth-equivalent planet? this is analogous to embarking on a desert or glacier or evil biome in DF.
Title: Re: Got an idea for future modules?
Post by: British on October 05, 2013, 05:38:32 AM
Quote from: oasis789 on October 04, 2013, 07:58:07 PM
can multi-z be a module?
Z-axis has been discussed on some other thread as well as on the KickStarter comments.
This is what Tynan said there:
"I am afraid that there is basically no way a modder would ever be able to mod Z-axis into the game. It is a beast of a feature. Here's some basic issues you'd have to handle:

-Pathfinding
-Lighting spilling over Z-levels
-Save/load of a geometrically larger amount of stuff (e.g. 200x200 map = 40k squares, 200x200x10 = 400k squares!)
-Line of sight for shooting
-AI tactical analysis of shooting lines of sight etc
-Cover usefullness varying at vertical angles
-Interface for moving through Z-levels
-Rendering visible lower Z-levels while being on higher ones

I could go on and on... Anyway, there is tons to do in RimWorld, my general thought is that the best cost/benefit move is to leave Z-levels to Towns, DF, Gnomoria, Stonehearth, and all those other games and focus on what RimWorld is really uniquely about: AI Storyteller, tactical AI, and so on.

So that's another way of explaining why I'm not planning Z-levels soon. But they're possible! Eventually.
"

Now if that "multi-z" of yours means something else than Z-axis and zombies, then please elaborate ;)
Title: Re: Got an idea for future modules?
Post by: AspenShadow on October 06, 2013, 03:26:05 PM
Quote from: Sky_walker on October 04, 2013, 05:04:25 PM
...perhaps even managing of child birth and slowly growing new members of the colony this way - "breeding" people with each other to get desired types (eg. a child of medic and scientist could give medical researcher, while a child of medic and woodcutter would give a surgeon ;P ), etc. etc.

Tynan's already stated somewhere (?) that while colonists will interact and possibly pair up, childbirth is not on his agenda and the only way to replenish your population is through capture, bartering, and random chance encounters. I agree, tbh it takes way too much time for a child to grow and then there are issues with how he can obtain knowledge/skill that only people born off RimWorld would've gained... it makes things more complex than they need to be.

Quote from: oasis789 on October 04, 2013, 07:58:07 PM
can multi-z be a module?
People keep asking for multi-z but I really can't see the appeal, many other games do z much better and focusing away from that and putting more effort into fleshing out and filling the existing two dimensions is what I feel will make this game stand apart.
Title: Re: Got an idea for future modules?
Post by: todofwar on November 10, 2013, 05:01:33 PM
I think a module devoted to a more fleshed out tech tree and one focused on more environmental challenges would be the two I'd like best. And an overhaul of the AI, both on colonist and raiders/wildlife.
Title: Re: Got an idea for future modules?
Post by: peetron on November 12, 2013, 10:30:03 PM
It would be nice to see a module based on http://en.wikipedia.org/wiki/Rimmerworld
Title: Re: Got an idea for future modules?
Post by: Vlookward on November 14, 2013, 09:25:04 AM
Standing lamps could switch off automatically when they are outside and there is daylight.
Title: Re: Got an idea for future modules?
Post by: aagaard on December 06, 2013, 05:53:58 PM
what about the abilety to build a weapond factory and produse weaponds you then can sell

(you will have to study for each weapond)
Title: Re: Got an idea for future modules?
Post by: Ender on December 06, 2013, 09:56:35 PM
as said before many other places, i want that ONE in particular bit from "eclipse colony" i want, ready for it, everyone reading this im sure already know what im gonna say, i want no air! That was such a brilliant idea, and it had the beginnings of being really well executed to, and then for some reason was just dropped like it wasnt a big deal, or wasn't really a cool part of the game. well theres my 2 cents...
Title: Re: Got an idea for future modules?
Post by: Team: Colonist on December 07, 2013, 04:36:29 PM
I think that multiple endings (for way in the future) with winning if you survive X amount of days or years, building a ship that could take you to the nearest planet (with cryogenic chambers) or maybe even making your planet transcended.
Title: Re: Got an idea for future modules?
Post by: henrytm82 on December 11, 2013, 10:28:50 PM
Quote from: Sky_walker on October 04, 2013, 05:04:25 PM
WhackyRavenLand - you basically asked for an RPG.
It's different genre. ;)
Please, focus on a core of being colony sim instead of drifting away.
I know this was from forever ago, but I only just started playing this and joined the forums. Why can't it be both?

Seriously, I actually really like the idea of it being a combined colony sim+RPG (or, rather, a colony sim with RPG elements). What better way to help a player become more attached to their colonists than to allow even a small amount of customization? It doesn't have to be anything drastic or super-in-depth. Some basic inventory management to give them one item appropriate for their main duties (hoe for gardening, repair kit for maintenance, med kit for doctors) and one weapon (pistol for defense, rifle or shotgun if they're guards/soldiers) wouldn't be terribly out of line for a game like this, and some colony-wide perks could make things more fun, too.

Something like Age of Empires did where you spend resources to research better armor, faster resource gathering, stronger walls, etc. Even some basic individual perks would be neat; they already get better at doing certain jobs the more they do them (you can track this in each of their "Character" screens), so have a few "people" perks in the game that kick in when a colonist reaches a certain level in a certain skill. Reached level 10 in mining? 15% faster! Reached level 15? Chance to drop double the amount of metal if this person mines it!

Something like this could add a great deal of depth to the game, and give players a reason to assign specific jobs to specific people in their colony, and would help give each of the colonists more of a unique feel.
Title: Re: Got an idea for future modules?
Post by: Bemoteajh on January 09, 2014, 06:15:25 PM
Quote from: Sky_walker on October 04, 2013, 05:04:25 PM
WhackyRavenLand - you basically asked for an RPG.
It's different genre. ;)

NO
this game is an rpg/rts/sim/(defend your castle/dawn of war II)
your playing a defensive god trying to protect his followers
thats what a god game really is
Title: Re: Got an idea for future modules?
Post by: Galileus on January 09, 2014, 06:17:17 PM
No powers, no god.
Title: Re: Got an idea for future modules?
Post by: Untrustedlife on January 09, 2014, 10:28:46 PM
Quote from: Bemoteajh on January 09, 2014, 06:15:25 PM
Quote from: Sky_walker on October 04, 2013, 05:04:25 PM
WhackyRavenLand - you basically asked for an RPG.
It's different genre. ;)

NO
this game is an rpg/rts/sim/(defend your castle/dawn of war II)
your playing a defensive god trying to protect his followers
thats what a god game really is

Not a god game, its a simulation and management game.
Same genre as dwarf fortress basically
of course with better graphics then dwarf fortress better story telling and a scifi style.
Title: Re: Got an idea for future modules?
Post by: Untrustedlife on January 09, 2014, 10:31:55 PM
Quote from: Sky_walker on October 04, 2013, 05:04:25 PM
WhackyRavenLand - you basically asked for an RPG.
It's different genre. ;)
Please, focus on a core of being colony sim instead of drifting away.
BTW: Character creation is already in as far as I seen in the vids. ;)

What I'd love though are things like advanced infection modelling allowing people to experience an epidemic in your base and handling it differently (eg. quarantine zones, vaccine development, experimentation with drugs and herbs to cure disease itself, or just it's symptoms, various medical equipments and skills leading to different outcomes and resource management, perhaps some crazy twists from time to time, like a disease that turns people into psychopaths, or one that makes them go towards the sun... forever... or one that makes them thirsty... thirsty till they explode of drinking water ;) ).

It'd be great to have a simulation on how environment affects people and colony - for example a fight for water should be one of major topics with drilling wells, creating water deposits, managing contamination, sending your colonists to look for a new sources, creating irrigation systems, and how it's more difficult on desert than anywhere else. How lush green terrain means constant fight with bushes and a need to clean your farms regularly. How invasive animals attack plantations, even more so when these are mono-cultural, and how inventing a herbicides can lead to contamination of water or food. Simulate how different plants can scare off critters or animals from destroying crops, and how plants in glass houses require man-made pollination - which means more maintenance work during some parts of the season. etc. etc.

Also more advance modeling of social relations would be IMHO very beneficial to the gameplay, especially when it comes to people creating small groups, fights for leadership, different leadership models (eg. democratic, authoritarian, council of elders), couples, people living through the loss of second half, perhaps even managing of child birth and slowly growing new members of the colony this way - "breeding" people with each other to get desired types (eg. a child of medic and scientist could give medical researcher, while a child of medic and woodcutter would give a surgeon ;P ), etc. etc.
You have a neat idea here
and I believe adding to this:
that players should be able ot tame the local wildlife for fighting purposes. I want an "attack muffalo".